*(p0) |
[ESMF] Vec3|Matrix|SRT Matrix4x4.*(Vec3|Vec4|Matrix|SRT|Number) |
_constructor([p0]) |
[ESMF] new Geometry.Matrix4x4([Matrix4x4 | Array | SRT]) |
_get(p0) |
[ESMF] Number Matrix4x4[key] |
_set(p0, p1) |
[ESMF] thisObj Matrix4x4[key] = Number |
_toSRT() |
[ESMF] SRT Matrix4x4._toSRT() |
convertsSafelyToSRT() |
[ESMF] Bool Matrix4x4.convertsSafelyToSRT() |
getTransposed() |
[ESMF] Matrix4x4 Matrix4x4.getTransposed() |
inverse() |
[ESMF] Matrix4x4 Matrix4x4.inverse() |
lookAt(p0, p1, p2) |
[ESMF] self Matrix4x4.lookAt(E_Vec3 pos,E_Vec3 target,E_Vec3 up) |
rotate(p0, p1, p2, p3) |
[ESMF] self Matrix4x4.rotate(deg,x,y,z) |
rotate_deg(p0, p1 [, p2 [, p3]]) |
[ESMF] self Matrix4x4.rotate_deg(deg, (x,y,z)| Vec3 ) |
rotate_rad(p0, p1 [, p2 [, p3]]) |
[ESMF] self Matrix4x4.rotate_rad(deg, (x,y,z)| Vec3 ) |
scale(p0, p1, p2) |
[ESMF] Matrix4x4 Matrix4x4.scale(x,y,z) |
setIdentity() |
[ESF] Matrix4x4 Matrix4x4.setIdentity() |
toArray() |
[ESMF] Array Matrix4x4.toArray() |
toSRT() |
[ESMF] SRT Matrix4x4.toSRT() |
transformDirection(p0 [, p1 [, p2]]) |
[ESMF] Vec3 Matrix4x4.transformDirection(E_Vec3|x,y,z) |
transformPosition(p0 [, p1 [, p2]]) |
[ESMF] Vec3 Matrix4x4.transformPosition(E_Vec3|x,y,z) |
translate(p0 [, p1 [, p2]]) |
[ESMF] Matrix4x4 Matrix4x4.translate(E_Vec3|x,y,z) |